Releases: reonZ/trigger-engine
Releases · reonZ/trigger-engine
1.9.0
- split the
Create Region Behaviorbetween builtins and thepf2e-triggerapplication- the
Difficult Terrainstate being reserved to thepf2e-triggerapplication - remove the
Eventsinputs from theSource Codestate, you are expected to provide them directly in theSystem Sourceif needed
- the
- add
Region Documentoutput to theRegion Triggeredevent node - add
Attach Scene Regionaction node- it attach the region to the provided target token and will follow it while moving
- the
Center to Tokenoption will also move the first shape of the region to have its origin be the same as the attached token - if the
Tokeninput of theDetach Regionstate is provided, the region will only detach if the current attached token is matching
- add
Move Scene Regionaction node- move the first shape of the provided region to the coordinates or token position
1.8.0
- rename
Scene Regionevent node intoRegion Triggered- also replaced its icon
- the node now also includes the attachment
targetif the region is attached to a token on your scene
- improve handling of invalid triggers
- users won't be able to interact with them anymore
- their data will remain as is when saving your triggers instead of being processed and cleaned by the module
- this is mostly in anticipation for modules adding their own nodes to existing applications and nodes missing from triggers due to said modules being disabled
- now always display tooltips for
textinputs - add new
Text Listvalue node- a simple comma separated text field converted into a list
- the
Resolve Formulalogic node now also supporttargetanditemvariables- you can then directly use full path such as
@actor.levelif yourtargetinput isactor - if the path doesn't lead to a number, the whole match will be replaced by
0
- you can then directly use full path such as
- fix third party being able to override existing nodes when using the
triggerEngine.registerNodeshook - fix local data not overriding builtins when registering an application
pf2e-trigger:- add new
Toggle RollOptionaction node - add new
Find Item Instancesextractor node- it basically works like the
Has Itemnodes but will not stop looking after finding one instance of the matching item
- it basically works like the
- implement an extended version of
Region Triggeredfor pf2e- an extra
Origin,ItemandRoll Optionsoutputs are added to it - the extra outputs are filled if the region was originally a system "template" (i.e. from a spell chat message)
Originis the origin actor of the "template"Itemis the origin item of the "template"Roll Optionscontains the list of roll options associated with the message
- an extra
- add new
Template Placedevent node- "template" refers to any scene region generated by the system (i.e. from a spell chat message)
- the node has pretty much the same outputs as the
Region Triggerednode - the
Region Documentoutput contains the actual foundry document that triggered the
- add new
Create Region Behavioraction node- it allows you to add new bahavior on an already existing region with currently 3 states
- a generic
Source Codestate to manually set the data - the
Trigger Eventstate which directly creates theTrigger Enginebehavior, you can leave thepathfield empty to point to the trigger itself - the
Difficult Terrainstate which directly creates a bahavior of the same name
- add new
1.7.1
- fix inputs and out-bridge connections not being cleared from the data when swapping a node state
- only the connections that belong to the previous state are cleared
- this shouldn't have had any impact on the way things work, but it is preferable if they are removed
pf2e-trigger:- fix check messages originating from an
Actionbeing considered as action messages, triggering wrongly theAction Sent to Chatevent and not triggering theCheck Rolledevent
- fix check messages originating from an
1.7.0
- add a new module hook to register extra nodes for an existing application
- add
boolean -> numberauto-convertor (true=1; false=0) - all condition nodes now have two states
Splitwhich is the same as beforeBooleanwhich only has a singleOutbridge connection and an extraBooleanoutput representing the result
- fix drag selection sticking on the canvas when using
[Right-Click]while dragging- the selection will now disappear whenever you click again on the canvas
pf2e-trigger:- add new
Everythingstate toDamage Takenevent node- it triggers for everything and allows you to check yourself what type of event it was later in the trigger
- add
Update Initiativeaction node with convenientBefore/After Combatantstates - add
Valueoutput toHas Conditionrepresenting the highest existing value of the found conditions - BREAKING CHANGE: the
Has Itemcondition node has been split into two distinct nodes (due to condition nodes now always having two states)Has Item with Source UUIDwhich is the same as beforeHas Item with Slugwhich is now its own node instead of being a state forHas Item- all
Has Itemnodes that were usingSource UUIDwill work as is, no change required - all
Has Itemnodes that were usingSlugwill have to be replaced sadly (your triggers will reach a blank node otherwise)
- fix
Distance Between Tokensoutput label localization
- add new
1.6.0
1.5.1
- the
Scene Targets,Filter TargetsandExecute Scriptnodes will now log any error caused by the user provided function instead of catching it silently- the try/catch is for the entire node context, so any error will still break the entire node's process
pf2e-trigger:- fix
Extra Notelocalization typo in theRoll Datasection of theRoll DamageandRoll Savenodes
- fix
1.5.0
pf2e-trigger:- add
Action Sent to Chatevent node:- it will trigger whenever an action message is created regardless of how (there is no way to identify otherwise)
- if the
Action Slugremains empty, the event will trigger for any action - the
Targetsoutput is only ever related to thePF2e Toolbeltmodule as action messages normally don't have a target
- add
Remove Conditionaction node:- it will remove every non-locked instances of the condition from the actor
- add